The Varisians are a people of weavers. It is how they trace their lineage - beautiful family heirlooms: scarves passed down from mother to daughter over many generations with stories of their families woven into the thread. The craft of the Babas is at least the equal of talented rug-makers of Qadira.
Perhaps this gift for weaving is what gifts Varisian women with such talent in the world of fortune-telling. With their ancient Harrow decks their deft minds can pick out the strands of fate and weave them into the tale of a soul: its beginning, fortune, and fate.
Nanou is a daughter of Varisia, which is to say: a daughter of nowhere and everywhere. The children of Desna wander their ancestral lands, their homes under the open skies. Nanou was a fortunate child: she always found the lucky coin in her birthday pies, and could often tell the worth of strangers before saying a word to them. Nanou was a clever child as well, able to quickly memorize the old stories and older rites. When she was found one day poking around in Baba Alliana's tome of magic, trying to mouth the words and invoke a servant to do her chores, it was decided that she should be apprenticed to Baba Alliana by Andrazi, her uncle and head of the family.
For 7 years, she served under the stern gaze of Baba Alliana. She cleaned, wove and learned the stories for the elderly woman. As a reward, Baba Alliana would teach a few cantrips, and teach her how to read the Harrow. At the faire, she would sit by Baba's side as she told fortunes to strangers for coin.
Baba Alliana eventually passed on, going to travel the stars with Desna. However, she gifted her ancient harrow deck to Nanou.
Time passed, and the caravan continued it's endless wanderings. Even at the tender age of 16, she dared to assume Baba Alliana's role of fate-teller and lorekeeper, weaving family scarves and telling fortunes to strangers for some meaningless amount of coin.
Sadly, Desna frowned upon the Zeldana clan. Cousin Damian had a tryst with a local nobleman's daughter, angering him furiously. In vengeance, he threw the entire family into irons on false charges, even uncle Andrazi. It was a terrible fate indeed for the free-willed Varisians.
But lucky Nanou, lucky Nanou... she saw the shadow of the days events foretold in her Harrow deck, and slipped away into the city. Even the, she would not have gotten away if not for charm magic and a particularly weak willed city guard.
Now Nanou wanders cursed, stinking Magnimar, seeking to ally herself with a powerful politician and to make her family's fortunes rise again. She hopes to find such an ally in House Caedmon, and seeks to woo their favor by providing her services as a fate-reader and wizard.
Human Diviner 1
CG Medium humanoid(human(Varisian))
Init +6; Senses Perception +1
AC 11, touch 11, flat-footed 10(+1 Dex)
hp 8 (1d6 + 2)
Fort +2, Ref +1, Will +3
Speed 30 ft.
Melee dagger -1 (1d4-1/19-10) S/P
Ranged dart +1 (1d4-1) P
Str 8, Dex 13, Con 14, Int 18, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 10
Feats Improved Initiative, Scribe Scroll, Spell Focus (divination)
Skills Craft(weaving) +8, Knowledge(arcana,history,local,religion) +8, Profession(fortuneteller) +5, Sense Motive +6, Spellcraft +8
Traits Fortunate (Magic), Harrow Chosen (Race), Suspicious (Social)
Drawbacks Family Ties
Languages Giant, Gnome, Orc, Shoanti, Taldane, Varisian
SQ arcane bond (bonded ring), cantrips, 7/day - diviner's fortune (+1), forewarned
Combat Gearpotion of cure light wounds, scroll of color spray, scroll of protection from evil, 10 darts
Other Gear backpack, bedroll, belt pouch, dagger, flint and steel, harrow deck, ink, inkpen, iron pot, mess kit, soap, spell component pouch, 10 torches, trail rations (5 days), and a waterskin, 16 gp
Spellbook (20/100 pages)
1st - Charm Person, Color Spray, Comprehend Languages, Grease, Identify, Protection from Evil, Unseen Servant
0 - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance
Diviner's Fortune (Sp) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Family Ties Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. When a family member makes a request of you, you must fulf ill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Fortunate You are blessed by fate. Once per day when you use a spell or magic item with a randomized effect (such as confusion, mirror image, prismatic spray, or a bag of tricks), before you roll to determine the result, you may choose to roll twice and pick either result.
Harrow Chosen All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck. You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.